#include "Definitions.hlsl"

// material params declear here.
VAR_DECLEAR;

struct MaterialParams
{
	float2 Texcoord;
};

// diffuse.
half3 GetDiffuse(MaterialParams params)
{
	return MAT_DIFFUSE;
}

// emissive.
half3 GetEmissive(MaterialParams params)
{
	return MAT_EMISSIVE;
}

// specular.
half3 GetSpecular(MaterialParams params)
{
	return MAT_SPECULAR;
}

// normal.
half3 GetNormal(MaterialParams params)
{
	return MAT_NORMAL;
}
